shader_scene_depth_uPv( cam->mtx.pv );
shader_scene_depth_uPvmPrev( cam->mtx_prev.pv );
shader_scene_depth_uMdl( identity_matrix );
-
+ world_link_lighting_ub( world, _shader_scene_depth.id, 2 );
+
mesh_bind( &world->mesh_geo );
mesh_draw( &world->mesh_geo );